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2011-09-05, 10:47 AM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Nope, not according to teh intarwebz:
http://en.wikipedia.org/wiki/Long_ton
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2011-09-05, 11:08 AM (ISO 8601)
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- Feb 2005
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Re: Why Play a Fighter? (DND/Pathfinder)
Those are wondrous items. The UMD equivalent to your analogy is BMX Bandit selling his BMX bike and buying a used Staff Of Angel Summoning from the pawn shop - by investing his limited resources (skill points and gold) into something he's entirely unsuited for, he just ends up as an inferior copy of his more powerful friend while unable to do what he was originally good at, for all that it was less good than said friend.
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2011-09-05, 12:22 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Well...
Your post reminds me of a Jarhead scene, when Swoff and Troy after tiring training sessions are finally given a combat mission: kill two Iraqi officers. They're just about to kill their targets when a command officer arrives and calls in an air strike.
As a soldier, you could use a grenade. It's standard. But if you just call an airstrike everytime you need to kill someone, well, all of your hard training what's worth for?
A Fighter based around UMD is just a Scout Sniper throwing her sniper rifle into the trash bin and trying to be a combat pilot.Last edited by Engine; 2011-09-05 at 12:25 PM.
Forever in debt with smuchmuch for the cyberpunk avatar.
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2011-09-05, 01:22 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
In pathfinder I keep going back to fighter often because I need 9 feats for some concept I want to play. In PF in particular you're at a feat every level. I've also found ranger and monk dips are good for squeezing out even more feats, if those classes or an ACF has the feat I want. I have a fighter 2 / monk 1 with 7 feats though I only needed 6 of them. Monk 1 gives 3, 2 of which were useful for the character. Gonna go monk 2 for evasion and another feat then back to fighter or maybe a ranger dip. 2-3 of my character concepts lately seem to be fighters that dip other classes. Because when you have something in mind that you want to play that doesn't already have a matching class you often need a lot of feats to do it.
If all you do is thwack things then you need a better concept or a DM with more interesting challenges. I'm forced to carry all sorts of backup gear. One concept that happened to have quick draw and rapid shot and I found myself forced using it to speed chuck alchemical weapons (purchased as a backup) in one fight even though that wasn't the build's intent. It doesn't necessarily require UMD (I know I only UMD on my charisma characters) but you should have all kinds of magic/alchemy on hand in a fantasy world. I'm gonna have to say the above analogy is pretty bad because not only can you use UMD for varied backup tactics when your focus is something else, it sucks as a main focus and AFAIK an odd-situation batman utility belt is the only use for UMD.Last edited by ericgrau; 2011-09-05 at 01:26 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 01:27 PM (ISO 8601)
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- Feb 2011
Re: Why Play a Fighter? (DND/Pathfinder)
Just because a monster exists in the monster manual does not mean it appears in the campaign. Sometimes bad guys are other humanoids.
Fighters can make saving throws, even if it's Will.
Fighters using magic items is a feature, not a bug. A fighter using an item to fly is not a crime against gamedom.
While no spellcaster is ever obligated to cast a buff spell on a fighter, it is a good tactic to do so. It is not a wasted spell use. It's called teamwork. Since bad guys can make their saving throws, a spellcaster cannot guarantee his spells will win the day every day all the time without fail. Sometimes the bad guys will fail their saves such that the spellcaster wins the day with his spells alone. Hooray for the spellcaster. Other times the spellcaster is better off casting a buff spell on the fighter and letting him use his fighting skill to finish off the bad guy. As the levels progress many low level attack spells lose effectiveness, either because the effects are obsolete or the the bad guys almost always make their low DC saves. However, those low level buff spells are still useful. A Displacement on the Fighter indirectly boosts his hit points by 50% since he's hit half as often. Protection From Evil on the Fighter allows him to concentrate on the BBEG instead of the minions he Summoned.
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2011-09-05, 01:38 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Not often. Dragons, outsiders, elementals, aberrations, giants, and the lime vastly outnumber the humanoid enemies. And most DMs would rather use a dragonne than create a level 5 character that can challenge the party.
Fighters can make saving throws, even if it's Will.Fighters using magic items is a feature, not a bug. A fighter using an item to fly is not a crime against gamedom.Since bad guys can make their saving throws, a spellcaster cannot guarantee his spells will win the day every day all the time without fail.Last edited by Hiro Protagonest; 2011-09-05 at 01:40 PM.
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2011-09-05, 01:45 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
And unless the bad guys are also all Fighters, they are going to be markedly superior because they have real class features.
Fighters can make saving throws, even if it's Will.
Fighters using magic items is a feature, not a bug. A fighter using an item to fly is not a crime against gamedom.
While no spellcaster is ever obligated to cast a buff spell on a fighter, it is a good tactic to do so. It is not a wasted spell use. It's called teamwork. Since bad guys can make their saving throws, a spellcaster cannot guarantee his spells will win the day every day all the time without fail. Sometimes the bad guys will fail their saves such that the spellcaster wins the day with his spells alone. Hooray for the spellcaster. Other times the spellcaster is better off casting a buff spell on the fighter and letting him use his fighting skill to finish off the bad guy. As the levels progress many low level attack spells lose effectiveness, either because the effects are obsolete or the the bad guys almost always make their low DC saves. However, those low level buff spells are still useful. A Displacement on the Fighter indirectly boosts his hit points by 50% since he's hit half as often. Protection From Evil on the Fighter allows him to concentrate on the BBEG instead of the minions he Summoned.
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2011-09-05, 02:22 PM (ISO 8601)
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2011-09-05, 02:38 PM (ISO 8601)
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- Nov 2010
Re: Why Play a Fighter? (DND/Pathfinder)
Yes it is! Just like BAB, Saves, and Hp!...
The reason I play a fighter in 3.5 is so I can homebrew my own. Doing weird things like combining the monk and fighter into one class. Or making a new skill system just for the fighter (you auto suceed on skill checks based on your level... example you can jump 5 ft per level automatically)
Its fun to make your own fixes to the class :DIt's like killing two pigs with one stone!
Anyone looking for group in Pittsburgh send me a message
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2011-09-05, 02:46 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
So it's already devolving into a we hate fighters / let's duel the classes thread? At level 5 the fighter is making DC 13 saves against monster abilities which create an inconvenience and still leave him in the fight even if he fails. The wizard is using area spells or buffing party members including the fighter because his monster shut down spells aren't that good. For example hold person is single target, grants a new save every round, and 1/3 or more of monsters are immune; perhaps all of the meaningful foes are immune. I could talk about the rest but I'm not taking that derail bait.
It's generally assumed all of adventurer wealth goes into magic gear regardless of class, I don't see the issue there. Utility stuff is generally handled with cheap items.Last edited by ericgrau; 2011-09-05 at 03:29 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 03:25 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
I was simply showing that the Fighter's ability to pass Will saves leaves much to be desired, contrary to what was claimed by the quoted poster. Additionally, the same poster suggested the use of humanoid enemies, which would presumably include spellcasting classes.
Aside from the spells available to class-level casters (such as Glitterdust) that would take a Fighter out of the fight, there are a number of monsters with similarly significant debuffs at that level, including Gibbering Mouthers, Greater Barghests, Mummies, Pixies, Shadow Mastiffs, Udoroots and Unbodied - and that's just from the SRD! All of these creatures inflict effects that either paralyze the target on a failed will save, send him running or outright turn him on his allies. These are hardly mere inconveniences.
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2011-09-05, 03:34 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
He won't fail saves against monsters and even NPCs so often, which is much more relevant. As are the effects of wizard spells vs. monsters rather than PCs. Most spells and monster abilities won't take him out of the fight even on a failed save. Glitterdust issues come from lack of rules understanding where DMs send blind creatures around like chickens with their heads cut off. RAW actually says you roll a few listen checks, probably pass one or get enough info to make a good guess, and attack with a 50% miss chance. Less with blind fight. So you have a partial chance of being partially hampered. So it's not over for you but if you face a particularly challenge often there are ways to focus on it to improve your odds. These are the things that keep games interesting: varied overcomable challenges.
Last edited by ericgrau; 2011-09-05 at 03:39 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 03:41 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Mummies have a DC16 paralysis attack that fires automatically, without an action, and paralyzes the Fighter for 1d4 rounds about 75% of the time. That's just one of the monsters I mentioned. How is the Fighter overcoming this special attack?
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2011-09-05, 03:42 PM (ISO 8601)
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2011-09-05, 03:44 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
^ 1 round since he has 5 HD. At best it's break even. At worst it's a wasted turn.
From not even getting hit by the slam 3/4 of the time. Or probably never getting attacked by it at all, as a CR 5 monster will be outnumbered by PCs in a level appropriate encounter. You have maybe 2 vs. 4 PCs. Disabling attacks that don't even hit that often aren't that effective in such a case. The mummy is better of trying it on a softer target if he can.Last edited by ericgrau; 2011-09-05 at 03:48 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 03:45 PM (ISO 8601)
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- Apr 2005
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Re: Why Play a Fighter? (DND/Pathfinder)
He won't fail saves against monsters and even NPCs though so often, which is more relevant.
Fighter saves are BAD.If my text is blue, I'm being sarcastic.But you already knew that, right?
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2011-09-05, 03:47 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
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2011-09-05, 03:49 PM (ISO 8601)
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- Aug 2007
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Re: Why Play a Fighter? (DND/Pathfinder)
It's a high CR encounter which means the PCs outnumber it and whatever half the party saves keeps fighting while waiting a couple rounds for the first half to come to. Seriously it's 1d4 rounds that only happens once.
Last edited by ericgrau; 2011-09-05 at 03:51 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 03:51 PM (ISO 8601)
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2011-09-05, 03:52 PM (ISO 8601)
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- Aug 2007
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Re: Why Play a Fighter? (DND/Pathfinder)
Unless he's the one that rolls high, then he's the one fighting. Especially on another save later, say an upcoming fort save. It's a CR-innapropriate encounter if the mummies aren't outnumbered, or else a final end game fight with a chance of TPK. Team up is expected. Try a CR 3-4 monster if you don't want team up.
Even the mummy is yet another example of a 50:50 shot of being temporarily inconvenienced in a level appropriate encounter. If you have to risk a TPK to claim the fighter's bad to play as... that's not showing anything. Quite the opposite.Last edited by ericgrau; 2011-09-05 at 03:56 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 03:55 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
So that makes it right? It's okay for the Fighter to sit there defenseless against 2/3 of the spells in the game because you have other party members who will mop it up and wait for the effect to end? What if that effect was a straight up save or die? What if you're involved in an encounter with multiple high CR monsters (something like 10% of your encounters should be a total of level+4 or so, so you should run into something like 4 equal CR creatures occasionally), or even multiples of a slightly lower CR monster (a few CR18s with DC 25-26, which is still going to hit the Fighter the majority of the time).
Meanwhile the actually good classes have better base saves, secondary abilities that boost saves, or other defenses that make them outright immune to most effects. The Fighter? Yeah, it has none of these. It's a big pile of suck, but people want to believe that it's great at soaking up hits because it has a high HD and good AC, despite those being two of the most worthless defenses in D&D.If my text is blue, I'm being sarcastic.But you already knew that, right?
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2011-09-05, 03:57 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Mummy is a fort save. ie the only thing a fighter is remotely good at. If you have a creature with a similar DC will save at the same level, you're looking at DC16 vs +1(base will save for a fighter 5), +1 (resistance) + 1 wisdom (being generous here, it's far more likely to have a +0 or even negative wis) for +3, or a 65% chance of failing.
And once again the point is that other classes that are considered good have other defenses to circumvent this. Either their chance of saving is significantly higher, or they have circumstantial bonus and immunities. They might not have their higher defenses against EVERYTHING, but they will have it against a SIGNIFICANTLY larger section of attacks than any fighter could ever hope for.Last edited by Seerow; 2011-09-05 at 03:59 PM.
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2011-09-05, 03:59 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
When people say things like that in video games instead of helping I stop saving them or quit and let them fight the big nasty that no one can handle alone by himself, and then he dies of course. 4 level 5 PCs don't fight 4 CR 5 mummies except as a final fight with risk of TPK; that's EL 9.
Level appropriate fights have a 50:50 shot of a temporary or partial problem. So what?Last edited by ericgrau; 2011-09-05 at 04:01 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 04:01 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
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2011-09-05, 04:02 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Level. Appropriate. Temporary 1/day effect.
Last edited by ericgrau; 2011-09-05 at 04:02 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 04:02 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
Yet that is exactly what the DMG says you should face 10% of the time. Maybe 5%. Do I need to dig out my DMG and quote the relevant section for you?
An on level encounter isn't even a risk. It's supposed to be a resource drain. You go into an on level encounter with no real fear of dying, just the DM hoping to make you waste spells and consumables. This is literally the definition of an equal CR encounter. And here we are looking at in such an encounter, about 30-50% of the time this simple encounter will still disable the fighter to the point where he cannot contribute anything to the fight except draining the party's resources. This is not an example of a well balanced class.If my text is blue, I'm being sarcastic.But you already knew that, right?
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2011-09-05, 04:05 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
You realize that a combat lasts 3-4 rounds, right? Your Fighter is out for half of the encounter. Doing nothing. A dead weight. Useless. And then god forbid you meet a second mummy some other time, because hey, welcome to paralysis city, where you get to play Xbox while the real classes actually contribute to the encounter.
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2011-09-05, 04:06 PM (ISO 8601)
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Re: Why Play a Fighter? (DND/Pathfinder)
... you do realize the wizard has a 50:50 shot of failing the same ability obviously tailored to the fighter's weakness. And he's still back in the fight a couple rounds later. It's really not the greatest special ability. I suppose 50% of the time the wizard is also a useless piece of party space for not being active those couple rounds?
EDIT: 3-4 rounds, a faster than average fight, isn't likely against an above average fight difficulty with low damage that relies on debuffs and disables instead. This is reason #7 now that this is getting rather contrived. I suspect this will move on to #8 rather than addressing reasons 1-7 so I'm out.Last edited by ericgrau; 2011-09-05 at 04:13 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-09-05, 04:13 PM (ISO 8601)
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2011-09-05, 04:18 PM (ISO 8601)
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- Mar 2011